Arma 3
BloodLust
Ergebnisse 11–20 von 55
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Update: 29. Jun. 2017 um 21:05

[6-29-2017] v2.472:
Removed game's default blood splatters to retain consistency when using BloodLust.
Reduced vaporization gib force.

Update: 27. Jun. 2017 um 20:06

[6-27-2017] v2.471:
Hotfix for blood pool z-fighting issue.

Update: 25. Jun. 2017 um 10:50

[6-25-2017] v2.47:
Added blood pooling.

Update: 10. Dez. 2016 um 23:14

[12-11-2016] v2.46:
Added vaporization effect for multiplayer.
Added method for server owners to force certain settings on clients (check "ConfigurablesMultiplayer.sqf").
Blood splatters in multiplayer now inherit the projectile's rotation like in the singleplayer version.
Corrected usage of playSound3D command in the codebase for multiplayer environments.

Update: 3. Dez. 2016 um 20:57

[12-3-2016] v2.45:
Exposed all configurables to the BloodLust Settings Menu, expanding the usage of third-party/custom content for BloodLust.
Fixed issue where some settings wouldn't apply when imported.
Fixed splatter rotation math (blood smears now rotate correctly, following the wound path, instead of being a random rotation).
Blood splatters are now rotated to visualize the projectile path.

Update: 28. Nov. 2016 um 19:34

[11-28-2016] v2.44:
Replaced blood splatter monitoring algorithm, which removed splatters from destroyed buildings, with an event-driven system for better performance.
Vaporized gibs will now emit blood smears instead of blood droplets.

Update: 27. Nov. 2016 um 22:26

[11-28-2016] v2.43:
Added settings to limit the total number of blood sprays.
Minor optimizations applied to blood spray animation function.
The game will now pause while in the BloodLust Settings menu.

Update: 27. Nov. 2016 um 20:07

Added missing bikey for hosting on servers.

Update: 26. Nov. 2016 um 18:04

Added the ability to import and export settings via the BloodLust Settings menu (accessible ingame via pressing Escape).

Update: 2. Jul. 2016 um 13:03

[7-2-2016] v2.41:
Fixed error in model configs (extra comma).
Fixed blood splatter shading (was too dark).
Fixed gib spawn position.